Hitbox visualization showing Roy's up smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  3.1.0

  •   Up smash's hits connect more reliably.

  7.0.0

  •   Up smash has received a -100% trip chance, preventing it from tripping opponents on platforms and missing its last hit due to the trip's intangibility.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1 (early)
0 0 0 1.0% 0   Standard 0 100 120   3.0 top 0.0 9.0 4.0 to -3.0 1.5× 0.0× 0%               Fire   All All            
1 0 0 1.0% 0   Standard 0 100 150   3.0 top 0.0 9.0 7.8 to -6.8 1.5× 0.5× 0%               Fire   All All            
Hits 1 (late), 2, 3, 4
0 0 0 2.0% 0   Standard 0 100 85   5.4 armr 0.0 0.0 0.0 1.5× 0.3× -100%               Fire   All All            
1 0 0 2.0% 0   Standard 0 100 55   4.9 sword1 0.0 0.0 5.8 0.5× 0.3× -100%               Fire   All All            
Hit 5
0 0 0 10.0% 0   Standard 70 90 0   5.2 armr 0.0 0.0 0.0 1.2× 1.0× -100%               Fire   All All            
1 0 0 10.0% 0   Standard 70 90 0   6.9 sword1 0.0 0.0 6.2 1.2× 1.0× -100%               Fire   All All            

TimingEdit

Charges between 4-5
Lower arm intangible 10-23
Hit 1 (early, late) 12, 13
Hits 2-4 15, 17, 19
Hit 5 22-23
Interruptible 59
Animation length 79
Hitboxes                                                                                                                                                               
Lower arm                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible